Home News Civilization 7: Modern Civilizations Tier List

Civilization 7: Modern Civilizations Tier List

Author : Grace Update : Apr 12,2025

In Civilization 7, the Modern Age is a pivotal era where the game's outcome is often determined, marking the culmination of strategic decisions made from the Exploration Age onwards. Navigating this age effectively is crucial for securing victory, and choosing the right civilization plays a significant role in this endeavor. With ten civilizations available in the base game, and an additional one with the Crossroads of the World DLC, selecting the best fit for your strategy is essential. To aid in your decision-making process, here's a comprehensive tier list of the top Modern Age civilizations in Civilization 7.

It's important to note that your chosen Leader can significantly enhance your civilization's capabilities through unique buffs and synergies. While this tier list focuses on the standalone strength of each civilization, consider how your Leader's abilities might interact with your chosen civilization to maximize your potential.

### Best Civ 7 Modern Civs

Civ 7 Modern Civs Tier List

S-tier: America, Meiji Japan

A-tier: French Empire, Mexico, Qing

B-tier: Buganda, Prussia, Russia, Siam

C-tier: Mughal

Note: The new DLC civilization, Great Britain, has yet to be ranked. Its performance will be evaluated in due time.

S-Tier Modern Civs

These civilizations represent the cream of the crop in Civilization 7, offering exceptional military units and resource access that can dominate the game map.

S-tier: America

Frontier Expansion - Gain 100 Gold every time you improve a Resource. +30% Production towards constructing the Statue of Liberty. Marine - American Unique Infantry Unit. Has the Amphibious ability. Cheaper to train. Prospector - American Unique Civilian Units. Claims a Land Resource outside of your regular Settlement radius. Industrial Park - American Unique Quarter. Created by constructing the Railyard and Steel Mill in the same district. +2 Food in this City for every Resource assigned to this City. Railyard - +5 Production. +1 Production Adjacency for Quarters and Wonders. American Unique Production Building. Ageless. Steel Mill - +6 Production. Gold adjacency for Resources and Wonders. American Unique Production Building. Ageless.

America excels in the Modern Age due to its ability to harness a variety of resources effectively. The Frontier Expansion trait provides substantial gold boosts from resource improvements, while the Industrial Park, formed by combining the Railyard and Steel Mill, significantly enhances Food, Production, and Gold outputs. This versatility allows for rapid expansion and robust production, making the USA a well-rounded choice. Additionally, the Prospector unit can secure crucial resources, and the Marine unit's Amphibious ability adds tactical flexibility.

S-tier: Meiji Japan

Goisshin - When you Overbuild a Building, gain Science equal to 50% of the Building’s Production cost. +30% Production towards constructing Dogo Onsen. Mikasa - Meiji Japanese Unique Heavy Naval Unit. The first time this Unit is destroyed, it respawns in the closest Settlement you own at 50% HP. Zero - Meiji Japanese Unique Fighter Air Unit. Increased range. +4 Combat Strength against other Fighter Air Units. Can intercept enemy Air Units. Zaibatsu - Meiji Unique Quarter. Created by constructing the Ginko and Jukogyo in the same District. +1 Gold and Production on Buildings in adjacent Districts. Ginko - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Meiji Japan Unique Gold Building. Ageless. Jukogyo - +5 Production. +1 Production Adjacency for Coastal Terrain and Wonders. Meiji Japan Unique Production Building. Ageless.

Meiji Japan's resourcefulness and powerful units make it a formidable choice. The Goisshin trait allows for flexible district and building management, while the Zaibatsu Quarter boosts Gold and Production, propelling you into the endgame. The Mikasa's ability to respawn once after being destroyed adds resilience to your naval fleet, and the Zero's enhanced range and combat strength against other fighters make it a dominant force in the skies.

A-Tier Modern Civs

A-Tier civilizations offer a balanced mix of resource access and military capabilities, making them solid choices for various victory paths.

A-Tier: French Empire

Liberte, Egalite, Fraternite - You can select the Celebration effects of any standard Government in the Modern Age. +30% Production towards constructing the Eiffel Tower. Garde Imperiale - French Imperial Unique Infantry Unit. Can make a Ranged attack. +2 Combat Strength when within a friendly Army Commander Radius. More expensive to train. Jacobin - A Great Person with one charge. Can only be trained in Cities with an Avenue, and the specific Jacobin received once. Cost increases per Jacobin trained. Avenue - French Imperial Quarter. Created by constructing the Jardin a la Francaise and Salon in the same District. +2 Happiness on Quarters in this City. Jardin a la Francaise - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. French Empire Unique Culture Building. Ageless. Salon - +5 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. French Empire Unique Happiness Building. Ageless.

The French Empire is ideal for those aiming for a Cultural victory. The synergistic effect of the Avenue, formed by the Jardin a la Francaise and Salon, creates a powerful feedback loop of Culture and Happiness, fueling Celebrations and enhancing the Liberte, Egalite, Fraternite trait. The Garde Imperiale provides a defensive edge, ensuring you can focus on cultural development without undue pressure.

A-Tier: Mexico

Revolucion - Starts with a unique Government, Revolucion. This Government has one Celebration effect, +30% Culture for 10 Turns. Cannot enter any other Government type. +30% Production towards constructing Palacio de Bellas Artes. Soldaderas - Mexican Unique Infantry Unit. Adjacent Units heal +10 HP. Does not stack. Revolucionario - A Great Person with one charge. Can only be trained in Cities with a Zocalo, and the specific Revolucionario received is random. Each Revolucionario can only be received once. Cost increases per Revolucionario trained. Zocalo - Mexican Unique Quarter. Created by constructing the Catedral and Portal de Mercanderes in the same District. +2 Culture for every Tradition slotted into the Government. Catedral - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. Mexican Unique Culture Building. Ageless. Portal de Mercaderes - +5 Culture. +1 Gold Adjacency for Gold Buildings and Wonders. Mexican Unique Culture Building. Ageless.

Mexico is another strong contender for a Cultural victory, offering substantial Culture boosts and access to Gold. The Zocalo Quarter, formed by the Catedral and Portal de Mercaderes, amplifies Culture output, while the Soldaderas unit enhances unit survivability, making it a resilient choice for cultural dominance.

A-Tier: Qing

Kang Qian Shengshi - +4 Gold, +3 Culture, +2 Influence, but -1 Science from imported Resources. +30% Production towards constructing Chengde Mountain Resort. Gusa - Qiang Unique Infantry Unit. +4 Combat Strength if adjacent to another Gusa. Hangshang - Qing Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. Gain 50 Gold for every Resource acquired when creating a naval Trade Route. Huiguan - Qing Unique Quarter. Created by constructing the Qianzhuang and Shiguan in the same District. +35% Influence in this Settlement. Shiguan - +6 Science. +1 Happiness Adjacency for Happiness Buildings and Wonders. Qing Unique Science Building. Ageless. Qianzhuang - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Qing Unique Gold Building. Ageless.

The Qing civilization offers a diverse set of yields but requires careful management due to its Science penalty from imported resources. With strategic resource, Wonder, and Building management, the Qing can overcome this drawback. The Gusa unit's potential for increased combat strength in formation makes it a solid military option.

B-Tier Modern Civs

B-Tier civilizations provide specific benefits but are often more specialized, making them suitable for certain strategies.

B-Tier: Buganda

River Raids - Gain Culture when pillaging Buildings or Improvements equal to the yield or healing gained. Land Military Units gain the Amphibious ability. +30% Production towards constructing Muzibu Azaala Mpanga. Abambowa - Bugandan Unique Infantry Unit. Heals +10 HP from Pillaging any tile. Mwami - Bugandan Unique Army Commander. 50% yields from pillaging within its Command Radius. Kabaka’s Lake - +3 Happiness. Receives Lake yield bonuses, including yields for all Buganda’s abilities and the Muzibu Azaala Mpanga Wonder. Bugandan Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. One per Settlement.

Buganda is tailored for aggressive players who enjoy pillaging. The River Raids trait, along with the Abambowa and Mwami units, provides significant benefits from pillaging, but it requires constant warfare to maintain. While the Kabaka’s Lake offers Happiness, Buganda lacks direct access to key Modern Age yields, making it a high-risk, high-reward choice.

B-Tier: Prussia

Blood and Iron - Units receive +1 Combat Strength for every Unfriendly or worse Civ Relationship. Hussar - Prussian Unique Cavalry Unit. Has +1 Movement. +1 Combat Strength for every Movement it has remaining. Stuka - Prussian Ground Attack Air Unit. +3 Combat Strength against Land Units. Staatseisenbahn - Prussian Unique Railroad. +2 Gold and Production on Rural tiles with a Staatseisenbahn.

Prussia is ideal for players who want to dominate militarily and don't mind antagonizing other civilizations. The Blood and Iron trait increases combat strength based on negative relationships, making Prussia a formidable opponent. However, its focus on military might may leave it lagging in Science and Culture, requiring a strong offensive strategy to succeed.

B-Tier: Russia

Prosveshchenie - +1 Culture on Districts in Cities. +1 Science on Districts in Cities in Tundra. +30% Production towards constructing the Hermitage. Cossack - Russian Unique Cavalry Unit. +4 Combat Strength in friendly territory. Katyusha Rocket Launcher - Russian Unique Siege Unit. Has +1 Movement. Lower base Combat Strength but has the Splash ability. Dealing damage to enemy Units adjacent to the target Unit. Obschchina - +2 Food from adjacent Farms. +2 Culture in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed adjacent to another Obshchina.

Russia offers solid yield bonuses on Districts, particularly in Tundra, but these bonuses are moderate and somewhat restrictive. The Cossack and Katyusha Rocket Launcher provide defensive capabilities, but Russia may struggle to keep pace with more specialized civilizations in terms of yields.

B-Tier: Siam

Itsapharahab - Gains a unique Diplomatic Action to immediately become Suzerain of a City-State at a higher Influence cost than Befriend Independent. +30% Production towards constructing Doi Suthep. Chang Beun - Siamese Unique Ranged Unit. Has increased Ranged Strength and +1 Movement. Can move after attacking. Uparat - A Great Person with one charge. Can only be trained in Cities when an Independent Power has been befriended, and the specific Uparat received is random. Each Uparat can only be received once. Cost increases per Uparat trained. Bang - +3 Culture and Happiness. Siamese Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on a Navigable River.

Siam's unique ability to immediately become Suzerain of a City-State can be powerful if managed correctly, but it requires a significant amount of Influence. The Chang Beun offers strong ranged capabilities, but Siam's success depends heavily on the right City-States and strategic Influence management.

C-Tier Modern Civs

C-Tier civilizations are more situational and may require experienced players to leverage their unique playstyles effectively.

C-Tier: Mughal

Paradise of Nations - +75% Gold from all sources. -25% to all other yields. +30% Production towards constructing the Red Fort. Sepoy - Mughal Unique Infantry Unit. Can make a Bombard Ranged attack. Zamindar - Mughal Unique Settler. Civilian Unit capable of founding new Towns. +1 Population on new Settlements. Stepwell - +2 Food from adjacent Farms. Mughal Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. Cannot be placed adjacent to another Stepwell.

The Mughal civilization offers a high-risk, high-reward strategy with its +75% Gold bonus from all sources, but the -25% penalty to other yields requires careful management to mitigate. In the right hands, the Mughal can be a powerhouse, but it demands a nuanced approach to balance its strengths and weaknesses effectively.